Hey all,
It's been a while. Back in 2007-2008 I created a game based on the Aleph One engine as part of a graduation project. It's quite outdated but I've had several request from people asking me to upload it here, so here it goes :)
"Blauwe Vingers' Is a Dutch translation of "Blue Fingers". It's a game about the medieval history of a city in the Netherlands called "Zwolle" in 1524.
The project has about a full year of work into it and was completely done by 5 people. Areas in the game are build after city blueprints and the story is based on real historical events. While it offers quite a campaign and large amount of content, please be aware that the game is completely in Dutch language. This unfortunately makes it almost impossible to complete it when you do not understand the language. I simply couldn't find the time to translate everything into English, as there are countless of in-game conversation, history texts, videos and whatnot.
Still, it's definitely worth to check it out (also if you're a scenario creator yourself). Many features in the game were things never done before back in 2008 with Aleph One. Later in 2010 the game received an updated to support normal maps, a floating HUD and other improvement that were later introduced to the Aleph One engine.
Note: I cannot guarantee that the game is still fully functional with the latest Aleph One features. I've quickly tested it with the latest Aleph One build on my Mac and it seems to be working great, but as I haven't updated it since 2010, there might be new or altered features in the engine that are not supported.
Enjoy! Tim
Features: - Story driven level progression with about 19 maps based on historical areas and events. - Unique use of Aleph One features such as normal maps, post-processing effects, in-game videos, 3D scenery objects etc. - Total conversion, with countless of new characters, medieval weapons and environments. - Full multiplayer support with 10 unique multiplayer maps. - Graphics that push the engine to it's limits. - Think you've mastered Marathon's melee fists? Try the flail, dual wielding axes or daggers :)
Story: As the Dutch are known for their trade; 3 cities (Kampen, Zwolle and Deventer) in the North-east of the Netherlands form an important and strategic trade area in 16th century. However, there was also a lot of rivalry between the cities which almost escalated into a war, but mostly resulted in bullying, sabotage and name calling. After the duke of Zwolle "Karel van Gelre" was banned from the city in 1524 for treating the people badly, he later came back with an army to lay siege on the city for 30 days. Food and supplies were running out but just when everything seemed to be lost, Zwolle got help from unexpected Allies. The neighbour cities "Kampen" and "Deventer" assisted resulting in a major battle right outside the city and the people were set free.
The player plays as a poor student who has to find a study and place to stay in the city and ends up becoming a war hero with a duel between you and the duke as the final battle!
Recommended requirements: - Mac Os X 10.5 or later - 2GB free disk space - Intel Mac with 2ghz processor or better - 1GB of system memory
This is a collection of small single-purpose Lua scripts.
Feel free to include them in your own works or use them any way your like.
Marathon's media 'flows' from high elevations to low dynamically. Please see the included 'Water Buckets.sceA' map as an example. [Punch the switches]
Minimal HUD design around the crosshair.
Press the Microphone key (default: ~) to 'taunt' with assimilated BOB chatter. This attracts the focus of nearby active enemies (and allies).
Projectiles fired into a teleporter will be transported to the other side.
Enemies within the center crosshair will take crushing damage.
1.0 Initial Release
Here's a new netmap supporting EMFH and KOTH. As is often the case, this is an exercise in flow as much as anything. The map is loosely divided into four chambers. It's entirely asymmetrical, with an open floor plan. I recommend it for 4 or fewer players.
Initial release.
This Aleph One plugin allows you to go under water calmly without having to look at those heinous faders. It works great for texturing liquid maps with Visual Mode by treellama, and is compatible with Marathon 2, Marathon Infinity and other plugins.
Resolved some wording and parsing errors
This Lua script introduces a number of changes and tweaks in the mechanics of co-operative games. Version 2 has a number of improvements thanks to the new Lua API found in Aleph One v0.20.
See the Readme file for a whole lot more detail.
Added a few minor changes, including one that allows the script to work with the post-1.0 betas.
The Third Generation of envy is here! This is my fourth map, and I have learned a lot since the creation of cloaca dome and IETT, hope you enjoy.
Enemies, Shotguns and Rocket Launchers have been added.
A circle drawing plugin for Weland.
Added feature to connect points on circle to nearest inward point along radius (possibly center). Fixed parameters dialog to handle longer inputs. Reworked algorithm so that arc selection (#, length, or angle) is given priority when rounding values.
Well, first off, I'd like to note that this is my first Multiplayer map, and the first map I've made that I'm willing to share. The Pfhortress on the Horizon is one of the maps that I'm currently making as a net pack, but I thought I'd release it early to get criticism. 4-players, 2 assault rifles, 2 smg's, 2 shotguns, 2 alien weapons, 2 fusion pistols, 1 launcher, and many health power ups. Enjoy the carnage, as you play in deathmatch, or every man for himself. (Please not, there will most likely be bugs. Please comment ANY issues you have, be it lighting, weapon placement, spawns, anything! I want it to be as good as I can get it! Any other feedback is also appreciated.)
1.1 - Slight texture/lighting adjustments, Doors removed
For those of you who want to spruce up the scenery without having to look at those heinous XBLA Monsters, here's a Plugin that will just change the look of the scenery items to be higher-resolution.
NOTE: This plugin should work with Infinity, but will not modify the Jjaro scenery.
Replaces Water, Sewage, Lava, and Pfhor scenery items with higher-resolution versions.
Intended as a replacement for Chisel's Merge extension, this plugin for Weland will copy most elements from one map to another. See README for installation and usage notes.
Wow, I learned a lot in Weland with this second map. BTW, Terra Pfhor was scrapped from the get go.
It's Just the map if you don't know how to install maps I think you should go to the pfhorums.
Update: this plugin and goran's Visual Mode Lua Physics are no longer necessary with Visual Mode 3.0. Use that instead!
VML Mute replaces the default monster activation and teleport sounds with silence. You will see the teleport effects, but hear only the ambient noises of the level.
Now you can hear the Original Marathon Soundtrack in the modern MIDI Instruments for Quicktime! Me sad though, no plugin, no MML script, just replace your Tracks folder with the new one... :'-(
It may not be a plugin, and it may not replace on its own, but it has some cool extra stuff, things for newcomers and things for Born on Boards!
This utility will let you assign floor & ceiling heights without having to first set them up in a level editor!
Its actually a template level which you start out with and you create your own level in it.
The height range is from nearly -32 WU floor to 32 WU ceiling. Its like having height presets for 64 flights of stairs in a starship or building, or a resolution of 512 map elevation contours for your giant outdoor hills, valleys and pools of liquid. Hey, maybe both. There are as many ceiling settings as there are floor settings, so there's room for that underground cave system of yours too!
The included Read Me explains how to first use the presets and later how to delete the preset polygons, if need be.
See the description.
WARNING: By saying 'Truly Amazing', we are sarcastic. Here is just some cool physics that make some things cool and somethings just down right irrelephant...
-Aliens are not friendly to any
-All guns do the same amount of damage -All projectiles travel at the same speed -All projectiles are guided
-Projectile Damage is 3/4 of your health